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WARD — Defend and Protect

Ward actions respond to immediate threats: storms, equipment failures, conflicts, external dangers. These are reactive, protective actions ensuring the settlement survives to continue building.

Duskara-Specific Ward Examples:

Environmental Hazards:

  • Prepare for incoming superstorm predicted by weather workers
  • Respond to sudden temperature spikes threatening greenhouses
  • Rescue people caught in flash wind-shear
  • Contain fire from overheated thermal exchangers
  • Evacuate areas threatened by day-side heat creep

Infrastructure Crises:

  • Emergency repair of failing storm barriers mid-storm
  • Prevent aquifer contamination from surface breach
  • Restore power during critical system outage
  • Stabilize collapsing sections of linear city structure
  • Fight equipment fires in cramped quarters

Social Threats:

  • Prevent violent conflict between feuding factions
  • Stop hoarding of critical resources during scarcity
  • Intervene when someone's psychic abilities spiral out of control
  • Mediate before a splinter group causes permanent fracture
  • Protect vulnerable individuals from mob mentality

External Dangers:

  • Defend against predatory native creatures
  • Secure settlement from raiders or desperate refugees
  • Retrieve people lost in the scorched lands
  • Warn neighboring settlements of cascading hazards
  • Protect salvage operations from claim-jumpers

Ward Success Outcomes:

  • Failure: Loss, damage, injury, the threat succeeds; +1 Tension (potentially +2 for catastrophic failures)
  • Partial: Threat contained but at significant cost
  • Success: Danger averted with minor losses
  • Overwhelming: Threat eliminated completely, lessons learned, community strengthened; -1 Tension